#include "Gos.pch"
#include "Audio.h"


void (*GosAudio::Set)( int , GosAudio::ChannelProperty ,... ) = Audio::Set;
void (*GosAudio::Get)( int , GosAudio::ChannelProperty ,... ) = Audio::Get;
int	 (*GosAudio::NumChannels)() = Audio::NumChannels;	// e.g 3 means: channel 0 = system, channel 1,2,3 can be assigned sounds
void (*GosAudio::AssignSound)( int , GosSound * ) = Audio::AssignSound;
void (*GosAudio::Play)( int , bool , int  ) = Audio::Play;	// seekPosition = -1 means continue
void (*GosAudio::Pause)( int  ) = Audio::Pause;
void (*GosAudio::Stop)( int  ) = Audio::Stop;


GosSound *(*GosSound::OpenFixed)( _TCHAR * ) = Sound::OpenFixed;
GosSound *(*GosSound::OpenStreamed)( _TCHAR * ) = Sound::OpenStreamed;
GosSound *(*GosSound::DecodeFromMemory)( void *, int  ) = Sound::DecodeFromMemory;
GosSound *(*GosSound::OpenFromMemory)( GosSound::Format *, void *, int  ) = Sound::OpenFromMemory;
GosSound *(*GosSound::OpenSequence)( int , DWORD **, DWORD * ) = Sound::OpenSequence;



void Audio::Set( int Channel, GosAudio::ChannelProperty Property,... )
{
	Channel;Property;
}

void Audio::Get( int Channel, GosAudio::ChannelProperty Property,... )
{
	Channel;Property;
}

int Audio::NumChannels()
{
	return 0;
}

void Audio::AssignSound( int Channel, GosSound *pSound )
{
	Channel;pSound;
}

void Audio::Play( int Channel, bool Loop, int SeekPosition )
{
	Channel;Loop;SeekPosition;
}

void Audio::Pause( int Channel )
{
	Channel;
}

void Audio::Stop( int Channel )
{
	Channel;
}

GosSound * Sound::OpenFixed( TCHAR *pFileName )
{
	pFileName;
	return (GosSound *)NULL;
}
GosSound * Sound::OpenStreamed( TCHAR *pFileName )
{
	pFileName;
	return (GosSound *)NULL;
}
GosSound * Sound::DecodeFromMemory( void *pData, int Size )
{
	pData;Size;
	return (GosSound *)NULL;
}

GosSound * Sound::OpenFromMemory( GosSound::Format *pFormat, void *pData, int Size )
{
	pFormat;pData;Size;
	return (GosSound *)NULL;
}

GosSound * Sound::OpenSequence( int NumSounds, DWORD **ppData, DWORD *pLength )
{
	NumSounds;ppData;pLength;
	return (GosSound *)NULL;
}

Sound::~Sound()
{
}

 
